Type: Dark/FlyingDark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.

Abilities:
Insomnia: (Innate) This Pokemon is immune to sleep induced by other Pokemon. It's normal state of sleeplessness makes it take 1 less damage/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action.
Super Luck: (Innate) This Pokemon’s natural skill increases its critical hit levels one stage above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 25% of the time.
Moxie (DW UNLOCKED): (Innate) This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round.

Frollo the Medicham(Move your mouse to reveal the content)Frollo the Medicham (open)Frollo the Medicham (close)

Medicham (*) [Frollo] (M)Nature: Jolly (+Speed, -Special Attack)

Type: Fighting/PsychicFighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Abilities:
Pure Power: (Trait) This Pokemon has immense inner strength that grows with its development, raising its Attack by 1 Rank for each evolution level (Baby = 1, Basic = 2, Stage 1 = 3). If Skill Swapped, the swapped Pokemon's Attack is only raised by one Rank.
Telepathy (DW UNLOCKED): (Innate) This Pokemon has a mental link with its allies in multiple allies, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.

Iota the Gengar(Move your mouse to reveal the content)Iota the Gengar (open)Iota the Gengar (close)

Gengar(*) [Iota] (Female)Nature: Hasty (+Spe, -Def)

Type:Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.

Abilities:Levitate: (Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Level Ground, and Magnitude. Other Ground moves can still hit.

Delta the Krillowatt(Move your mouse to reveal the content)Delta the Krillowatt (open)Delta the Krillowatt (close)

Krillowatt [Delta]Nature: Naive (+Spe, -SpD)

Type:Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

EC: 6/6MC: 0DC: 5/5Abilities:Trace: (Can be Activated) This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced.Magic Guard: (Innate) This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it.Shell Armor (DW): (Innate) This Pokemon’s thick, bony outer shell prevents it from taking critical hits.

Welcome to the first ever sequence battle reffing! Our two testers today are Objection and Lord Jesseus, who initially send out their Honchkrow and Krilowatt.

The battle begins with Krilowatt firing an electric bolt from his body, that strikes Honchkrow pretty hard - a Thunderbolt! Honchkrow however, appears to have been biding his time, as his counterstrike pays back the shot! To add insult to injury, it breaks Krilowatt's nebulous sequence, and starts its own! Krilowatt is now unfocused.

In its dazed state, Krilowatt makes an attempt to Scald his opponent with boiling water, while Honchkrow decides to call upon the power of the dark type to Night Slash Krilowatt hard...what's this? Krilowatt got a critical hit! Krilowatt broke Honchkrow's sequence! Finally, Honchkrow moves again with a Sucker Punch ambush that racks up some more damage(which also happens to crit!) and starts a new sequence, before Lord Jesseus' Shock Wave breaks him out of the sequence, and starts its own!

Gem of a line that must be added to this reffing:
18:01 Objection so basically instead of showcasing sequences, we're showcasing crits

OK, turns out I can't switch to Medicham, so ...Payback - Night Slash - Faint Attack
If he uses a damaging electric-type move on action 2 or action 3, change that action to Sucker Punch
If he uses Torment, change all remaining Paybacks to Hidden Power, Night Slashes to Faint Attack and Sucker Punches to Psychic

Illegal switch(this is partly my discretion, but ti doesn't make sense if a Pokemon being sequenced can be switched out while it is effectively being bushwhacked around), mentioned on IRC but put in public for reference, players edit actions.

Krilowatt begins this round with the first sequence counter of the whole match, but decides to end his sequence with a Dive to avoid his foe's Payback...smart move. Then Lord Jesseus takes a Sucker Punch which initializes a sequence, and immediately breaks it with a Thunderbolt. Finally, Lord Jesseus initializes a sequence with a Muddy Water, which ends at once because it KO'd Honchkrow!

Objection sends out his Medicham, and in return, Lord Jesseus decides to send out his avatar! Err, I mean his Gengar! Gengar decides to unleash a barrage of Shadow Balls, and in response, Medicham first takes the time to Light Screen to reduce the damage he takes, then uses Foresight to judge Gengar's position and remove his immunity to Fighting type attacks, and then moves in with a Fake Out to stop the third Shadow Ball!

Welcome to the final round of this sequences battle! Gengar decides to Bide his time and see what his foe will do. Medicham first Low Sweeps Gengar to build up momentum, and follows up with a very powerful Zen Headbutt! Before he can round it off however, Jesseus' Gengar finishes off Medicham by unleashing his stored energy. What an unfortunate end to that sequence...